Traditionally a healer even with regards to the pvp npc guards are squishy and should always be the first target, a pvp healer should be the keystone that need to be taken out, that collapses the group
Currently healers can heal themselves, be tanky and keep the group alive, this leads to stale fights that will literally never end if the group is built for it, battlegrounds become unfun and unplayable no matter what you do you cant even move their health bars,
We need to change heals we can have selfish heals that only heal you and group heals that only heal allies and maybe heal you for a bit for each one of your allies healed, just enough to keep you alive in a trail but not so much in pvp, a group healer should slot group heals and sacrifice his or her own longevity in the fight they should be a target for the rival group this is one of pvps biggest issues.
This needs to change it would also add more utility to off healers like arcanist in trials
Traditionally a healer even with regards to the pvp npc guards are squishy and should always be the first target, a pvp healer should be the keystone that need to be taken out, that collapses the group
Currently healers can heal themselves, be tanky and keep the group alive, this leads to stale fights that will literally never end if the group is built for it, battlegrounds become unfun and unplayable no matter what you do you cant even move their health bars,
We need to change heals we can have selfish heals that only heal you and group heals that only heal allies and maybe heal you for a bit for each one of your allies healed, just enough to keep you alive in a trail but not so much in pvp, a group healer should slot group heals and sacrifice his or her own longevity in the fight they should be a target for the rival group this is one of pvps biggest issues.
This needs to change it would also add more utility to off healers like arcanist in trials
Maybe by setting that the healing skills will be scaled by something else, like "Healing Power" stat, instead of weapon/spell dmg?
Templar U38 Feedback
For the most part, I'll be echoing what other Templar players have been saying for the past several months. The class desperately needs power shifted away from Radiant Oppression and instead funneled into Backlash + Morphs and Puncturing Strikes + morphs. The change to Rune Focus + Morphs is an interesting change and something that I can appreciate, but the 5% increased damage done to class abilities attached to Solar Barrage misses the mark entirely to address the problems with Templar in PvP.
Backlash
Backlash and morphs still lack burst damage in a PvP setting when Battle Spirit is applied, despite having similar damage in PvE before the changes made to the skill's functionality. Is this a bug, where Battle Spirit is disproportionally affecting the final 'burst' of damage from the skill, or is this intended functionality? It would be nice for the developers to communicate about this skill, as the intent was originally quoted to be during U36 Firesong,"Similar values of power seen before." Backlash (and morphs) function properly in PvE and reaches similar values of power seen before, but it does not reach anywhere close to similar values of power seen before in PvP. An ability that should be hitting for 8-14k damage is hitting for 3-4k damage. Currently, Templar has no form of burst damage, something that is incredibly important in PvP. Either Backlash + morphs have a bugged interaction with Battle Spirit, or the ability desperately needs some power funneled back into it, and it needs looking into.The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
Puncturing Strikes
Puncturing Strikes and morphs are going to suffer even more than they already have due to the release of Arcanist. Major Evasion is already a staple in Cyrodiil in the current meta, meaning any damage from the already-lackluster morphs of Strikes/Sweeps/Jabs is mitigated by a flat 20% value. With Minor Evasion being readily available from Arcanist, that's another 10% free mitigation against Templar's main spammable.
Puncturing Strikes and morphs were already changed drastically with the release of U35 Lost Depths. They lost an entire tick of damage with the remaining 3 ticks being nerfed by a further 21%.This ability and its morphs now hit 3 times over a channel time of 800ms, rather than 4 times over 1 second.
Reduced the overall damage of the primary attack by approximately 21% since this ability no longer incurs a DPS loss while weaving within the 1 second global cooldown window.
Unfortunately, the addition of a light attack does not make up for the loss of an entire tick of damage from the ability, especially when the remaining 3 have been nerfed by 21% and are so heavily impacted by Major and Minor Evasion. It's a very real possibility that with U38 Necrom, Templar's already lackluster spammable is going to be doing 30% less damage in PvP outright due to Major + Minor evasion on players.
Along with the controversial changes to the animation (ontop of the issues of Evasion), I think Puncturing Strikes and morphs need to be re-examined. Ideally, I would love to see the animation reverted entirely, the lost tick of damage being re-added, and the ability functioning similarly to Dual Wield's Flurry in being a single-target spammable that hits for multiple times over .8s whilst keeping the damage of the first 3 ticks as it is currently, but with the last tick being an AOE strike that hits harder than the previous 3. Either that, or make Puncturing Strikes + morphs unaffected by Evasion.
Something desperately needs to change, as Templar isn't in a good spot at the moment (along with Necromancer) and they both sorely need some love. Unfortunately, the changes on the PTS don't do anything to address the actual issues with either class. Please listen to the community.
buff execute damage in pvp, players should be better rewarded for using the correct move, at the appropriate time and for getting the opponent to 25 percent health. at 25 percent health they should hit like ultimate's
Feral Guardian and morphs: My issue with this skill is about looks. The ult when casted is not flashy, it's bland, and bland things affect how much fun you have when you are playing. IMO when using the ult it should glow something, do something, maybe like Selene (Monster set), idk. Just give me something special. The bear itself is bland, it boggles me how this company cares so much about cosmetics and so many years since the release of warden already and no cosmetics, no acessories, nothing? Just a gray bear? And by the way, I would LOVE to have a senche tiger, a white striped tiger, a black panther or some other animal instead of the bear, give us variety and customization!
ESO_Nightingale wrote: »GetAgrippa wrote: »I'm so tired of all your nerfs. We all knew this was coming. Nerfing other classes to make room for your pet project. This game is so tired. Wardens have to wait 6 seconds for deep fissure's big burst but that was at least alleviated with arctic blast's instant stun. Now we have to wait 6 seconds and no on demand stun. Just awesome. Get rid of the heal for all I care. Putting a delay on that stun again just gimps our ability to be aggressive with it.
It feels to me like the player base is the Dev's ant farm and you all like to stir us up with a stick to see what happens. Why can't you just let us enjoy our builds. We're not your playthings.
It's longer than 6 seconds. The powerful fissure pops off at 9 seconds after you cast it initially
OtarTheMad wrote: »
Honestly you should switch the Necro dot passive and the Arcanist status effect passive. Necros have no dots pretty much and Arcanist doesn’t have really any status effects but both on the other class fit better.
Starlight_Knight wrote: »Vampire Undeath Passive is still over tuned making vampire meta in pvp.
I totally agree this is overtuned and needs to be toned down, but it is one of if not the only positive of being a vampire as the vampire skill line is on life support or un-life support you could say.
Ha I would love more than 5% , heaven forbid we get any where near the 30% nbs get
PvP perspective here.
Sorcerer
Sorcerers don't need more dmg in PvP imo. They need bar space and a heal .I'm not the biggest expert on this class but maybe this might help the Sorcerer more then the current changes.
- Dark Exchange and morphs:
Add "Major Savagery" instead of "Minor Force" and "Minor Berserk". (Frees up a bar space on many builds and helps survival by proccing "Critcal Surge").- Surge and morphs:
Add a burst heal similar to "Rally" to this ability. (A heal that gets stronger the longer the ability is active but weak initially/when spammed). This would will get the Sorc out of a difficult situation and synergizes with the hit and run play style without being op (I hope/think at least).
IncultaWolf wrote: »Starlight_Knight wrote: »Vampire Undeath Passive is still over tuned making vampire meta in pvp.
This doesn't get talked about enough unfortunately, it's pretty much mandatory if you want to succeed in pvp. Would be more balanced if they made the passive require you to slot a vampire ability for it to be active.
Hello everyone, another update and little to no changes to warden.
I've been playing warden for ages now, and I usually change from stam to mag often, just for the sake of changing gameplay a bit.
My thoughts:
Fetcher Infection: this skill is only good on PVP and PVE Boss, while Growing Swarm can be use on trash mobs as well because of the AoE aspect (although, not a warming feeling, recasting when they die). I would actually change this skill a bit to spread more like the Soul Splitting Trap, that would make it more useful on pve.
Bull Netch and morphs: I HATE this skill. Don't get me wrong the regen is nice, but that skill makes the combat SO boring to me that is not worth slotting. It's so annoying to have the netch constantly up energizing you, Entropy (Mages Guild skill) is a lot more fun. Not to mention the animation is super slow when casting. This is by far one of the worst skills in the game (gameplay-fun wise). This skill should be deleted.
Deep fissure and morphs: Not my cup of tea, but it could be someone else cup of tea. I just don't like it. And the Morrowind theme on Warden skills does not fit the players that came from somewhere else. This bothers me so much, but there aren't any other class that i see myself more than Warden, so...*tongue pop*
Feral Guardian and morphs: My issue with this skill is about looks. The ult when casted is not flashy, it's bland, and bland things affect how much fun you have when you are playing. IMO when using the ult it should glow something, do something, maybe like Selene (Monster set), idk. Just give me something special. The bear itself is bland, it boggles me how this company cares so much about cosmetics and so many years since the release of warden already and no cosmetics, no acessories, nothing? Just a gray bear? And by the way, I would LOVE to have a senche tiger, a white striped tiger, a black panther or some other animal instead of the bear, give us variety and customization!
Budding Seeds and morphs: This is a lazy one from the devs part. The flowers are the SAME models used on so many flowers in the game, I remember walking through daggerfall and seeing the same flowers as my skill. I was like...that is disappointing. Give me something else.
Fungal Growth and morphs: From the not-a-healer pov: what is preventing me from using this instead of Polar Wind is that Polar Wind gives me armor and a HoT. I would slot this if it had a HoT on caster.
Living Trellis and morphs: my issue is that IMO it should always cast on the caster too. That's why I don't slot it. Duration is also low. Is it just me or green balance is generally underwhelming?
Sleet Storm and morphs: why using this when you can have the bear that gives more dps and attacks when you are stunned, knock down mobs and everything? Maybe lower the cost on this ult. About the major protection...meh, everyone has it, we don't need major protection when casting it. Maybe if major protection was up at all times when slotted, I would actually rethink my build. That's it. Give it Major Protection when slotted and applies Minor Resolve when casted. After all, we don't have access to minor resolve.
Arctic Wind and Polar Wind: The animation is so obtrusive on the screen. It takes the whole screen if I'm not playing with the camera far from my character. The animation effect is also dated: the circle is not a circle of wind, it's sharped, like a square wind LoL
Arctic Blast: IMO, Delete it. Copy and paste Polar Wind and make it to be scalable by offensive stats. Or gives us minor resolve instead of HoT. But I have a feeling that it won't happen since this is suppose to be the offensive morph.
Extras (other skill trees):
Destruction Staff:
Destruction Reach: Raise the initial dmg of Flame and Shock Reach to be on par with Frost Reach. Force Pulse is boring for other classes. Delete Force Pulse.
Foce Pulse: Boring and generic, even the thumbnail art screams generic. I know people would not like this, but i would actually delete this skill and make it to be a one element skill to fit the staff element.
Fighter Guild:
Camouflaged Hunter morphs: underwhelming morphs for today standards.
Ring of Preservation: IMO Instead of Turn Evil morph, it should be a morph that gives Minor Resolve instead of Minor Protection. Does anyone use turn evil? Is it useful by any chance? lol
Last but not least:
Imperial passives: Redrawn the icons to be more about the duality of magicka/stamina race, instead of looking like a templar race focused on shield. Tough: same effect, new icon. Imperial Mettle: Gives 1000 stamina and 1000 magicka instead of 2000 stamina. Red Diamond: Same effect. So many imperial mages and they focused the icons on carrying a shield.